[quote who="sangamc" reply="25" id="2112627"] one issue though, TEC torpedo ships dont fir torpedos when i use the mod. is that something that others have experienced?[/quote] It could be because they can no longer attack non-structures in the latest patches. Try attacking a module or starbase.
zagfel
Having played both EAW/FOC and SOASE and their respective mods, I mostly disagree with what you've said. Let me lay my cards on the table: I'm a huge Star Wars fan and enjoyed EAW/FOC. (Hell, I even thought Rebellion was awesome.) However, it's relatively simplistic -- even in Firefox's mod, which I couldn't stand for other reasons -- in its strategic model, especially its economy and research models. Multiple resources, branching tech-trees, universal upgrades are all lacking. Some of these
Will you be releasing a version of the Last Stand without the changes in core gameplay mechanics?
[quote who="Mooster" reply="4" id="2082534"]I believe all[/quote] Nope. You only need the one's you've edited. (At least, provided that they're in binary form.)
[quote] Some Capital Ships have two thing to try to deal with SC, but with 1 they fail completely, the other is very micro/anti-matter dependent. I'm talking about of course their own SC, and their own capitial ship abilities that some ships have. The flaw in the first one is that the number of squadrons a cap carries (1-3 max) will almost never be enough to really protect it against enemy swarms. Second, the abilities are anti-matter dependent an
I think the problem you're having is that Sins uses a different shader for asteroids. I remember them changing that in one of the later patches. Changing the asteroid shader to the planet shader solves that problem, but obviously messes up asteroids.
That actually works -- just tried it. Good spot! [e digicons]:D[/e] You can now build up to 4 types of fighters / entity.
It's not a bug. Directing a ship to move to an uncolonized planet directs it to colonize that planet.
[quote] 1. Modding hardocdes. We want them gone. ... We say, "Why are there even the hardcoded limits?" You say, "We switched direction multiple times during development." ... We aren't. We just want a game we can mod.[/quote] For me #1 is offensive because, as someone who follows the modding forum and dabbles with the game files, I don't like having my opinion dictated to me by someone else.
Edit: Bizzare double-post on my part.
[quote who="psychoak" reply="25" id="1974794"] This is a dishonest statement, period. Name one time in the recorded history of the world that an army has run through another without fighting to attack a target on the other side of the enemy. [/quote] This is the principle which underlies any attack against economic targets. Bombers often don't engage intercepting fighters or even ground-based defenses (even though they can); Submarines, convoy escorts; caravan raiders,
[quote who="psychoak" reply="11" id="1973736"]Zagfel, two games. A TBT and RTT of your choice. I don't care which. Take two melee units with the same movement and run one past the other while it's under attack. What results do you get?[/quote] Okay, well... if your going to let me choose the terms... Assuming the melee units start within contact of one another (because otherwise, assuming the speeds are even, obviously one is not going to catch the other), I'll
[quote who="psychoak" reply="8" id="1973620"] Kohan almost has the strategic value of a TBS, your units are valuable, they don't die instantly. Saving them is possible, and they get a hell of a lot better over time if you do. You can actually build defensive lines that mean something too. Control zones prevent lame ass tactics, and micromanaging individual units is prevented by the squad mechanic. If you want to blow the mine up, you have to kill the guards, to ra
[quote who="NelsMonsterX" reply="10" id="1973076"] ... what you and others are pointing to could also be summarized as the difference between a regular chess match and a timed one. Both games are completely different although the only difference between the two is the amount of pressure... But in respect to being a good commander, when a territory is invaded, particularly before modern technology, there is plenty of time to consider a proper reaction. You can't ju
The thread title is simply wrong. Tetris is (entirely) about spatial awareness, RTS games aren't. You act as though there're no cognitive processes involved when players make decisions in RTS games. Disregarding whether speed is a measure of intelligence, time at least adds an additional resource which does have important strategic implications. (And, in fairness, there are certain elements of strategy which are possible in a TBS but not an RTS because they're too tedious.) Even chess to
I'm working on making additional planet types and need to resize the original meshes. What is the best way to import/export the default meshes? I have tried using the import/export tool with Max, but that looses some of the vertex data (U1, V1). I have also tried editing the .mesh files--specifically, replacing the "Position [ x, y, z]" lines--but it's tedious work, and I'd rather not replace 2000+ lines by hand. (And unfortunately, my programming knowledge isn't good enough for me to
Is there any way to get the game to recognize multiple string files so that you can keep changes separate from the original?
I am trying to add the 1.05 fighters in conjunction with the 1.10 fighters. Is there any way to enable a ship to produce three fighter types? I seem to remember this working in previous versions, but adding additional types crashes 1.10.